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-
- THE CAPTURE UTILITY
-
-
- Capture consists of three files:
- Capture
- Command
- CaptureTask
-
- These files should remain in the same directory, and Capture should be run
- from that directory.
-
- The Capture program is a utility for converting animations from
- virtually any animation file format to the Hash file format. Due to the
- difficulty of obtaining and implementing code for the myriad of formats in
- existence, we wrote this utility to actually capture the frames as they are
- played by the appropriate player program. Once the animation is in the Hash
- format, you can use Animation:Editor to convert it to ANIM, IFF pictures, or
- use the animation in any way you see fit. Also, by converting these
- animations to the Hash format, you can use them in other Hash Animation:
- products like Animation:Multiplane, and Animation:Rotoscope.
-
- Capture requires at least enough RAM to play the animation and pack the frames
- (1 Meg minimum) and two disk drives (or a hard disk).
-
- If you just want to convert an ANIM file to a Hash packed file, use the
- Converter in Animation:Editor, it is MUCH easier to use Animation:Editor for
- this application.
-
- Capture takes full advantage of the Amiga's multitasking abilities and must be
- 'RUN' from the CLI. Make sure you type 'RUN Capture'. The Capture control
- screen will now appear.
-
- To do its magic, Capture needs to know the resolution of the source animation.
- The Capture task will wait until a screen in that resolution is displayed, and
- save it and all subsequent screens with that resolution.
-
- FINDING THE RESOLUTION
-
- If you already know the resolution of the animation you want to capture,
- simply enter the width, height, and depth in the Resolution string gadgets at
- the upper left of the control screen. If you don't know the resolution,
- Capture can find it for you. But, this is a multi-step process, so it's
- worthwhile to know the resolution beforehand.
-
- To find the resolution of an animation, click the FindRes button. You have
- two options at this point. You can get the resolution directly from the file,
- or by playing the animation and getting the resolution from the screen. The
- File option should be used with Byte-by-Byte's MOVIE format and any future
- format similar to ANIM. Enter the animation filename when the File Requester
- appears. If the File option is successful, Capture will also count the number
- of frames in the animation. When the operation is finished, the appropriate
- values will be placed in the string gadgets on the Capture control panel.
-
- The FindRes Screen option should be used for mysterious non-ANIM formats
- (like Turbo Silver, RIFF, Forms-in-FlightII etc). After selecting the Screen
- option, you will be asked if you are ready to play your animation. This is
- your chance to abort the operation.
-
- If you choose to procede, the Capture window will shrink, and you will see the
- CLI again. Wait for the 'Exit Command OK' message to appear in the CLI.
-
- Now insert your animation disk in another drive, and 'RUN' your player program.
- Be sure you type 'RUN', remember Capture is a multitaking utility and must
- interact with the player. Some players may require a larger stack to run
- properly. So use the Stack command to set the stack. The MOVIE player
- required Stack 16000, and the Fast_Flight_2 player requires Stack 25000.
- Make sure you do this BEFORE you run the player. Your animation should load
- and play. After the animation has played a few times, exit the player. Now
- resize the Capture window so that all of the gadgets are displayed. You will
- see the values that the program found, in the Resolution panel.
-
- SETTING START FRAME AND CAPTURE LENGTH
-
- After setting the resolution, you now need to specify the start frame, and the
- number of frames you wish to capture. The default start frame is 3. This may
- sound unusual at first, but the first few frames my be blank screens. This
- value depends mainly on the player program. MOVIE requires a starting frame
- of 4. You may want to experiment with this value and determine which value
- works best with the respective players. If you miss the first few frames by
- making the start value too large, you can capture them as the animation loops
- back to the beginning. You can always re-arrange the frames later with
- Animation:Editor. You also need to set the frame length, i.e. the number of
- frames you want to capture. The default value for frame length is 10. If
- the animation is in the MOVIE format and you use the FindRes File option, this
- value will be set for you. Otherwise, you will need to estimate the number of
- frames you will need. If the player program allows single stepping, or slow
- playback, you may be able to count the frames.
-
- If you choose a number for the frame length that is too small. You can go back
- and capture the remaining frames by changing the start frame to the next frame
- you want to capture, and linking the two output animations together with
- Animation:Editor. Or you could set the start frame to the second to last frame
- captured, and use the -m (multiple file) option in Display
- (Version 3.24 or greater).
-
- CAPTURING THE ANIMATION
-
- Now that you have selected the resolution, the start frame, and the number of
- frames to capture, you need to select the destination path and filename of
- your Hash packed file. To do this, simply click on the Set Path button. The
- File Requestor will appear, and you may select your destination path. Insert
- your destination disk in the disk drive that is occupied by the Capture disk
- (or use RAD:, VD0:, DH0:, etc.).
- Do NOT store the animation to RAM:, or Capture will fail.
-
- You are now ready to Capture the animation. The process is very similar to
- using the FindRes Screen option. You will use the appropriate player program
- to play the animation, and the Capture program will freeze each frame and
- store it in the destination file.
-
- Make sure your Capture disk is inserted in one drive, and your animation
- source (with player) disk is inserted in another drive. Now, click the
- Capture button. You will now be given a chance to abort this operation.
-
- The Capture disk will now run for a moment, the Capture window will shrink and
- some help text will be printed in the CLI. Wait for the 'Exit Command OK'
- message to appear in the CLI. Replace the Capture disk with your destination
- disk. Now, 'RUN' your animation player (be sure to type RUN, and make sure
- you set the stack size). Your animation will load, and you each frame will
- hold while it is being saved to your destination disk. This process will
- continue until the frame length number has been reached. Then the animation
- will play back at normal speed. You may now exit your player. Re-insert the
- Capture disk and resize the Capture window.
-
- If you wish to capture more animations, click the STOP Gadget to stop
- capturing to the Destination file. You may now repeat the above steps to
- capture more animations.
-
- If you want to exit the Capture program, click the QUIT Gadget to close the
- Destination file, and exit.
-
- That's all there is to it. It takes a little practice, but it is worth it.
- With this utility, you can break the animation format barrier.
-
- ---------
- The Capture utility is Copyrighted (c) by Martin D. Hash and Kenneth A. Baer.
- Hash Enterprises 2800 East Evergreen, Vancouver, WA 98661 - (206) 693-7443
-